Third Strike has the perfect balance of combos/normals/specials/supers and it’s still the best 2D fighter 15 years strong. I haven’t seen such balance recreated in any other fighter before or since.
modern fighters=you do everything right throughout a round (footsies, pokes, spacing, specials) but fuck up once you die, you do everything wrong throughout a round but do your long string combo right once you win.
Someone hasn’t played Divekick, GG, Street Fighter 4, Virtua Fighter 5, Soul Calibur 5, or Injustice. :). Also, what do you mean by modern fighter? Post 2007?
OH my god , love when i can tell someone has never fought,90% of fights are won of jabs and leg kicks n pokes leading to opening for a left hook right hook uppercutt, boxing <Dude with a great jab usually wins >or mma
And before anyone complains, at the highest levels of the game, to paraphrase Rikimaru, there are no 8:2 matchups. I mean, the game isn’t the most balanced fighter out there by far, but it’s not as unbalanced as people think it is.
Played blazblue yesterday trying new chars , feels like im in shackles with no mind games, that i have to play the combos n moves the way the game dictates me to…Animegames,
Since someone brought up real fights, yeah it isn’t just pokes. It is also short combinations. You don’t hit a person 10 times on the ground, launch them into the air and hit them another 10 times…land and continue to hit them, ending in a fill the screen beam of power of super. If you really want fighting games to emulate real fighting more, old school less combocentric games (they still have combos) are a much better example.
I don’t get why people think that in KoFXIII you can win if you do a combo. A game having ToD combos doesn’t make them the average combo, you are not killing someone every time you touch them, meter doesn’t work that way. If you fuck up it’s possible to lose a character, but hey, you have two other characters. If you lost to someone who grinds training mode it’s because you suck.
except its not shit talk. We’re on the conversation of games being too combo centric. A character that can’t win without landing that combo is the definition of combo centric. Whenever he didn’t land that combo he lost, whenever he did he had a good chance to win. His other characters didn’t do much either, so he was relying on that one character with that one combo to even be competitive.
What you basically said is if he does damage he wins and when he doesn’t he loses. That’s not the definition of combo centric, that’s how you win in fighting games. When he didn’t land his combos he lost because he lost momentum, the combos really didn’t have much to do with it really. Takuma is a momentum based character because he lacks defensive options. When you don’t have momentum you lose because you can’t make people get off you.
Think of it like Honda in ST. If Honda gets the Ochio loop going he’s probably going to win, but if he gets put on the defensive he’s probably going to lose because his defensive options suck. The only difference is that Takuma has drive cancels, but even if you eliminated them and HD mode entirely he would be the exact same characters. The combos don’t change how he plays, they change how much damage he does. If he didn’t kill you in one hit he’d kill you in two and him pressuring you would be just as scary and he would still die if you rushed him down. The combos have nothing to do with anything.
What? No. Honda is one of the best defensive characters in the game. The matches that he does lose are the ones where his offense is difficult to get started, and/or the other character can turtle better than he can. We are talking about a character who has a 0-frame command grab that can be stored in the downback position and can be ned-edged with no whiff animation. It is a terrible idea to try to go for any close-range mixups on him, with maybe the exception of Hawk’s sako ticks.
Deejay’s a weird character. Technically he gets blown up by low meaty attacks, but his dread kicks, upkicks, and mgu can all be used to some extend to counter safe jumps, crossups, meaties, etc… You can tell Capcom JP and Capcom USA sort of gave him a lot of stuff and didn’t quite polish.
Let’s go with Dhalsim. He has zero options on wakeup. Sure, he’s a monster on his feet, but he can lose any match in the game once he gets knocked down. He has no good, reliable reversals.
SAving meter for HD combos is the most effective way to use it though. If you try to play a footsies/pokes kind of game, you’re not only playing the hard way, but you’re likely not doing much damage because most moves don’t take off that much by themselves anyway. Combos are really the only way to do a decent amount of damage in that game.
Except that’s fucking shenanigans because drive cancels can easily do 50 to 70 percent damage. They are way more viable than you give them credit for, especially with high tier characters like Karate, Claw, either Kyo, Beni, Takuma, Hwa Jai, Yuri, so on and so forth. Saving up for HD means you are doing shit damage until you do an HD combo, which you will get twice a match if you’re lucky. HD is good, but planning your entire damage game around HD is retarded. There’s basically no character in the game who can pump out solid damage with no drive, or at least solid enough that they never have to consider using a drive.
But regardless, don’t you agree that combos are the only way to do real damage in KoFXIII? There are different lengths of HD combos, but not utilizing them is like not using Super after a hit confirm in 3s. Especially since you can ToD off a single hit confirm if you have enough HD meter.